Is there something special you need to do after updating or remaking an established collisionskin?

I'm allowing the user to change the position, orientation and scale of my level geometry. Once they've finished manipulating the visible geometry, I destroy the collision skin and recreate it with the new parameters.

The first instance of the collision skin works fine and objects can collide with it, but after removing it and recreating it, it's like it's not there. Is there some sort of re-integration call that needs to be made?

I've been testing trianglemesh collisions, where the mesh is immovable and I'm hitting it with a vehicle. Barrels of fun.

1. Are there any shapes to avoid with a trianglemesh? Any particular things to avoid? It seems like normal primitives easily get caught in the join between wall and floor and then get sucked into the mesh. The collision performs badly with acute angles, with the vehicle sinking into the ground. Is this more indicative that I'm doing something wrong?

2. I read in the source for trianglemesh.cs that it recommends you use the vertex processor. This isn't in the latest version of jiglibx, has it been deprecated?

This is the mesh I'm testing:

It's basically a tunnel. Does anything there stand out as being a bad idea, such as the acute end point on the entry ramps?

Unfortunately I'm still seeing the same behaviour. At least we nailed a bug though. :)

I've tried a variety of things: aligning my hull normals, reversing them, removing triangles that the user will probably never need to collide with (such as the underside). I think it's just user error, my collision skin isn't properly aligned to the model mesh. I found the ExtractData and mesh example from JigLibGame (should have looked there in the first place) so I'll try that first and see how it goes.